﻿using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class FSMRandomValue : StateMachineBehaviour
{

    public string floatKey;

    public float minValue = 0;

    public float maxValue = 1;


    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    //{
    //    
    //}

    // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
    override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        if (stateInfo.loop)
        {
            float preTime = stateInfo.normalizedTime;
            float t = stateInfo.normalizedTime % 1;
            if (preTime >= 1 && t <= 0.1f)
            {
                animator.SetFloat(floatKey, Random.Range(minValue, maxValue));
            }
        }
    }

    // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        if (!stateInfo.loop)
        {
            animator.SetFloat(floatKey, Random.Range(minValue, maxValue));
        }
    }

    // OnStateMove is called right after Animator.OnAnimatorMove()
    //override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    //{
    //    // Implement code that processes and affects root motion
    //}

    // OnStateIK is called right after Animator.OnAnimatorIK()
    //override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    //{
    //    // Implement code that sets up animation IK (inverse kinematics)
    //}
}
